Master of Magic: Difference between revisions

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(Import from TV Tropes TVT:Main.MasterOfMagic 2012-07-01, editor history TVTH:Main.MasterOfMagic, CC-BY-SA 3.0 Unported license)
 
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** Later patches made the ratio a bit worse, since Alchemy was a bit of a [[Game Breaker]] originally (especially when combined with spells that boosted your city's gold output.)
* [[Animate Dead]]: The bread and butter of Death magic.
* [[Anti -Magic]]
* [[Apocalypse Wow]]: Most of the Very Rare Chaos spells are global enchantments that, as a whole, do this. One of them constantly corrupts tiles in both planes, slowly rendering the entire world outside of your borders unlivable. Another does the same thing except with volcanoes, and a third rains meteors that constantly damage every unit in the game outside the shelter of a city.
* [[The Archer]]: Bowmen and Archer heroes.
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* [[Bug War]]: What happens when you get involved in hostilities with the Klackons.
* [[Character Customization]]: Customize your Wizard.
* [[The Chosen One]]: Torin is described as one, and for the [[One -Man Army|good reason]].
* [[Colour -Coded for Your Convenience]]: Each school of magic, and most of the assorted creatures, has its own colour, Life/White, Death/Purple, Sorcery/Blue, Chaos/Red, Nature/Green. Of course, there are a couple that break the mold. Behemoths are red, but are a high-level nature summon, and Hydras are green, but are an equally high-level Chaos summon.
* [[Combat Medic]]: Various Heroes and units, mostly priests and shamans, who can heal during battle.
* [[The Computer Is a Cheating Bastard]]: On higher difficulty levels, in addition to cheating otherwise, computer players get more skills and spellbooks (this translates to more bonuses and more spells). This can lead to surprises such as the Chaos specialist Tauron suddenly wiping out your superpowered hero with a Cracks Call spell... or a huge stack of heroes and summoned creatures attacking your capital after you've just built a few buildings and a couple of swordsmen. Note that the AI is so infamously terrible that it will ''need'' these bonuses against any competent player.
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* [[Dual World Gameplay]]: Arcanum and Myrror, connected by Portal Towers.
** Myrror is populated by races with more bonuses and innate abilities than Arcanum's "vanilla" races, and nodes on Myrror are worth double power, but it's also populated by far more dangerous beasties. You can buy the right to start the game on Myrror at character creation, but it's the most expensive pick in the game.
* [[Eldritch Abomination]]: The Chaos Spawn. It flies, [[Power Floats|but has no wings]]. It is a ball of... flesh?... and a bunch of eyes (yes, like a [[Dungeons and Dragons|beholder]]). It [[Eye Beams|attacks by looking]] at its target. It has some of the worst attack stats in the game, but the negative effects it causes with those attacks are [[Standard Status Effects|crippling]] and [[One -Hit Kill|fatal]]. Unfortunately, it's a [[Glass Cannon]] that can't even make ranged attacks, making it [[Awesome but Impractical]]. Rare for abominations, really...
* [[Elemental Crafting]]: The better the metal, the better the bonus.
* [[Elemental Powers]]: Five schools of magic of Life, Death, Chaos, Nature and Sorcery as well as a school of "Arcane" spells that everyone can learn. Arcane is a list of "utility" spells that are important to the game, like Magic Spirits and Dispel Magic.
* [[Elemental Rock -Paper -Scissors]]: Some schools tend to pick on certain others; Life has a bunch of anti-Death and anti-Chaos spells, for instance.
* [[Enemy Exchange Program]]: Your starting race is only important at the early-game, since by middle-game you will probably have 3-4 races in your domain.
** It does, however, effect the loyalty rates of your conquered cities; your capital race inflicts an unrest penalty on all "foreign" cities under your control, with Dark Elves and Klackon getting the worst.
* [[Entropy and Chaos Magic]]: The Chaos school of magic, oriented in dishing out direct damage and has a few random-type spells.
* [[EverythingsEverything's Worse With Bears]]: War Bears, a bane of all early-game units.
* [[Fantastic Nuke]]: The Chaos spell "Call The Void" attempts to plunge an entire city into the Void, slaughtering its citizens and soldiers, shattering its buildings, and showering the surrounding landscape with tainted rubble.
* [[Fantastic Racism]]: If your ruling race are Klackons, the civil unrest in non-klackon cities will be very, very high.
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* [[Loads and Loads of Races]]: 14 main 'races' not counting associated creatures (especially Beastmen).
* [[Lizard Folk]]: The Lizardmen.
* [[Luckily, My Shield Will Protect Me]]: Units with Large Shield have defense bonus vs. ranged attacks. Heroes with proper slots can use shield items--the same effect plus any enchantments allowed for armor.
* [[Magic Knight]]: Some of the heroes.
* [[Mage Tower]]: It's where you live. If the city where it stands gets taken over, you're Banished and can't cast spells until you cast the Spell of Return, which lets you return with a new tower in one of your other cities.
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* [[National Geographic Nudity]]: Sharee, the African voodoo priestess.
* [[Ninja]]: One hero is this, and several others skirt it.
* [[Non -Elemental]]: The Arcane spells.
* [[No Ontological Inertia]]: All enchantments and summoned creatures will disappear if the Wizard runs out of mana.
* [[One -Man Army]]: Torin, a Great Drake, or any high-leveled, well equipped, advanced hero can easily take a moderately defended empire all on their lonesome.
** Wraiths are a complete game-buster - an all-Black caster can rustle up a single troop of these that can fly, steal life, and raise defeated enemies as undead. You can not only take out poorly-defended cities (that's just about everywhere in the early game) but staff them with unpaid undead garrisons in the process.
* [[Our Monsters Are Different]]: